The Enemy Respositorium

Mapping related threads and questions go in here!
User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 27 Nov 2014, 03:40

JohnHOne, you do some good graphics.

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 27 Nov 2014, 04:02

Superjustinbros wrote:JohnHOne, you do some good graphics.
Thank you SJB!
i have a egg-throwing surprise...
LAKITOS!!!


Flame Lakito: Spit Podobos

Code: Select all

{
	"quadcount": 2,
	
	"animationtype": "frames",
	"animationframes": 1,
	"animationstart": 1,
	"animationspeed": 100,
	
	"nospritesets": true,
	
	"width": 0.75,
	"height": 0.75,

	"mask": [	true,
					true, false, false, true, true,
					true, true, true, true, true,
					true, false, true, true, true,
					true, true, true, true, true,
					true, true, true, true, true,
					true, true, true, true, true],

	"gravity": 0,
	"portalable": false,
	"category": 21,
	
	"movement": "follow",
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	
	"offsetX": 6,
	"offsetY": 6,
	"quadcenterX": 8,
	"quadcenterY": 12,
	
	"followspace": 4,
	"distancetime": 1.5,
	
	"emancipatecheck": true,
	"spawnsenemy": "podobo",
	"spawnenemydelays": [4],
	"spawnenemyspeedy": -10,
	
	"throwquadoffset": 1,
	"throwpreparetime": 0.5,
	
	"ignorefaithplates": true
}
Podobo: theses cute fire enemies that are spit by flame lakito

Code: Select all

base=upfire
{
}
Patrol Lakitos:
Theses Lakitos like to be with his friends

Blue Lakito: one of the Patrol Lakito

Code: Select all

{
	"quadcount": 2,

	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"nospritesets": true,
	
	"resistsfire": true,
	
	"kills": true,
	
	"movement": "truffleshuffle",
	"truffleshufflespeed": 2,
	"truffleshuffleacceleration": 8,
	
	"emancipatecheck": true,
	"starttowardsplayerhorizontal": true,
	"speedx": -2,
	
	"width": 0.75,
	"height": 0.75,
	"static": false,
	"active": true,
	"category": 5,
	
	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, true, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
				
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
Blue Spiney:

Code: Select all

base=spiney
{
}
Green Lakito: one of the patrol lakito

Code: Select all

{
	"quadcount": 2,
	
	"animationtype": "frames",
	"animationframes": 1,
	"animationstart": 1,
	"animationspeed": 100,
	
	"nospritesets": true,
	
	"width": 0.75,
	"height": 0.75,

	"mask": [	true,
					true, false, false, true, true,
					true, true, true, true, true,
					true, false, true, true, true,
					true, true, true, true, true,
					true, true, true, true, true,
					true, true, true, true, true],

	"gravity": 0,
	"portalable": false,
	"category": 21,
	
	"movement": "follow",
	"stompable": true,
	"killsonsides": true,
	"killsonbottom": true,
	
	"offsetX": 6,
	"offsetY": 6,
	"quadcenterX": 8,
	"quadcenterY": 12,
	
	"followspace": 4,
	"distancetime": 1.5,
	
	"emancipatecheck": true,
	"spawnsenemy": "greenspikeyegg",
	"spawnenemydelays": [4],
	"spawnenemyspeedy": -10,
	
	"throwquadoffset": 1,
	"throwpreparetime": 0.5,
	
	"ignorefaithplates": true
}
Green Spiney:

Code: Select all

base=spiney
{
}
The Eggs: Are more important in each lakito

Blue Spiney Egg:

Code: Select all

{
	"quadcount": 2,

	"kills": true,
	
	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"transforms": true,
	"transformsinto": "greenspikey",
	"transformtrigger": "floorcollide",
	
	"nospritesets": true,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 5,
	
	"mask": [	true, 
				false, false, true, true, true,
				false, true, false, true, false,
				false, true, false, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
					
					
	"gravity": 30,
	
	"emancipatecheck": true,
	"autodelete": true,
	"KillsEnemiesAfterPortal": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
Green Spiney Egg:

Code: Select all

{
	"quadcount": 2,

	"kills": true,
	
	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.2,
	
	"transforms": true,
	"transformsinto": "bluespikey",
	"transformtrigger": "floorcollide",
	
	"nospritesets": true,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 5,
	
	"mask": [	true, 
				false, false, true, true, true,
				false, true, false, true, false,
				false, true, false, false, false,
				true, true, false, false, true,
				false, true, true, false, false,
				true, false, true, true, true],
					
					
	"gravity": 30,
	
	"emancipatecheck": true,
	"autodelete": true,
	"KillsEnemiesAfterPortal": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
every graphic is here
http://imgur.com/5eeZ4mo,dVe2RmF,4eXi6l ... rp,r5GIXMS

User avatar
HowToEatGirafes
Posts: 516
Joined: 05 Feb 2014, 23:18
Contact:

Post » 27 Nov 2014, 17:31

jwright159 wrote:Mono means "one".
There are multiple shades of grey.
Therefore not mono.
[/badjoke] More like 50 shades [badjoke]

Squidish
Posts: 678
Joined: 05 Apr 2014, 04:04

Post » 10 Dec 2014, 23:40

Does anyone know how I could make a power-up to give the player the abilities of a raccoon character?

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 11 Dec 2014, 00:49

I don't think thats possible without modding since the raccoon power replaces the fire flower based on if the character has the raccoon trait (iirc).

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 11 Dec 2014, 02:04

Actually, it replaces big mario.

Squidish
Posts: 678
Joined: 05 Apr 2014, 04:04

Post » 11 Dec 2014, 18:18

So, can it be done? I'd like to create at least one more power-up to use in my maps.

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 12 Dec 2014, 03:32

Not without modding, no.
I don't know if you know how to mod this (I could probably do it, but I'm not gonna try this yet)

Involves disabling the raccoon abilities until the item is picked up, and removing them when hit

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 30 Dec 2014, 16:20


Super Mario Bros - Intended Spiny Behavior

I'm not requesting someone to make this because I have no real use for it, but I found this cool and wanted to share it because I think it would be sweet if someone could pull it off. There is also slightly more information on what this is in the description of the video.

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 04 Jan 2015, 18:23

i made theses guys:

A Evil block that attack at left

Code: Select all

{
	"quadcount": 2,

	"movement": "none",
	"stompable": false,
	"killsonbottom": false,
	"killsonleft": true,
	
	"animationtype": "true",
	"animationspeed": 3.5,
	
	"stompanimation": false,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 4,
	
	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, false, false, false,
				true, true, false, false, false,
				false, true, true, false, false,
				true, false, true, true, true],
					
	
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
The sprite:
Image

and the evil block that attack at right

Code: Select all

{
	"quadcount": 2,

	"movement": "none",
	"stompable": false,
	"killsonbottom": false,
	"killsonright": true,
	
	"animationtype": "true",
	"animationspeed": 3.5,
	
	"stompanimation": false,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 4,
	
	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, false, false, false,
				true, true, false, false, false,
				false, true, true, false, false,
				true, false, true, true, true],
					
	
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
The sprite:
Image

also,before you say "This enemy is crashing my game!!!1",

You will need to use MY MOD

User avatar
Mari0_Player
Posts: 224
Joined: 23 Sep 2013, 00:48

Post » 05 Jan 2015, 02:27

[/shamelessselfpromotion]

User avatar
Wary
Posts: 598
Joined: 03 Jun 2012, 14:30

Post » 05 Jan 2015, 02:34

JohnHOne wrote:You will need to use MY MOD
(or use a normal version of Mari0 SE with Alesan99's new enemies.lua)
(or use Turret's New Animations)

User avatar
Tecminer
Posts: 437
Joined: 11 Jan 2014, 20:44
Contact:

Post » 05 Jan 2015, 15:44

Just wanted to present my new and improved mechakoopa!
Now with 100% more fire!

https://www.dropbox.com/s/ss8xu99ceuueb ... 0.zip?dl=0

Image

Credit to Alesan99 for the code of the fireballs
Ridge Troopa for the graphics

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 06 Jan 2015, 01:25

Wary wrote:
JohnHOne wrote:You will need to use MY MOD
(or use a normal version of Mari0 SE with Alesan99's new enemies.lua)
(or use Turret's New Animations)
No,it still crashes until you use my mod(because it have a new mario.lua that make the enemy attack only at left and only at right using the new options)

User avatar
Wary
Posts: 598
Joined: 03 Jun 2012, 14:30

Post » 06 Jan 2015, 01:50

JohnHOne wrote:
Wary wrote:
JohnHOne wrote:You will need to use MY MOD
(or use a normal version of Mari0 SE with Alesan99's new enemies.lua)
(or use Turret's New Animations)
No,it still crashes until you use my mod(because it have a new mario.lua that make the enemy attack only at left and only at right using the new options)
bullshit
I tried it out and it does work with the new enemy.lua

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 06 Jan 2015, 02:03

works,but it do not attack you at left and the right...
WHY YOU ARE VERY DUMB?!

User avatar
Tecminer
Posts: 437
Joined: 11 Jan 2014, 20:44
Contact:

Post » 06 Jan 2015, 12:38

Does that mean he is dumb because he said your enemy works with alesan99's newest enemy.lua of which you thought would only work with your mod?

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 06 Jan 2015, 22:23

Tecminer wrote:Does that mean he is dumb because he said your enemy works with alesan99's newest enemy.lua of which you thought would only work with your mod?
Yes,its compatible with alesan's new enemy.lua,but my mod have a mario.lua that make the enemy attack at one side with the new options("killsonleft" and "killsonright")

EDIT:
Let me post a Blipper from Kirby's Dream Land,it act like a Cheep Cheep,i will make following blippers later

Code: Select all

{
	"quadcount": 2,

	"movementrandoms": ["none", "verticalwiggle"],
	
	"verticalwiggledistance": 1,
	"verticalwigglespeed": 0.3,
	
	"gravity": 0,
	
	"kills": true,
	
	"animationtype": "frames",
	"animationframes": 2,
	"animationstart": 1,
	"animationspeed": 0.35,
	
	"nospritesets": true,
	
	"speedx": -1.8,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 24,
	
	"mask": [	true, 
				true, false, true, true, true,
				true, true, true, true, true,
				true, false, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true],
					
	
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8,
	
	"portalable": false,
	
	"ignorefaithplates": true
}
the sprite:
Image

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 07 Jan 2015, 04:04

If Kirby games have a Bandana Waddle Dee,why Mario games do not have a Bandana Goomba?
I got Kirby: Triple Deluxe from a store
This Enemy is the respost,It give the famous drink Mush-Mush(a pun of Coca-Cola and Mushroom)
i do not know how to make a enemy to throw 2 enemies than one enemy,so,bandana goomba can throw foods and mush-mush

Get it now!

Bandana Goomba:
The Code:

Code: Select all

{
	"quadcount": 2,

	"movement": "none",
	"stompable": false,
	"killsonbottom": false,
	"killsonsides": false,	
	
	"animationtype": "mirror",
	"animationspeed": 0.2,
	
	"resistsfire": true,	
	
	"stompanimation": true,
	"stompanimationtime": 0.5,
	"stompedframe": 2,
	
	"quadno": 1,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 4,
	
	"mask": [	true, 
				false, false, false, false, true,
				false, true, false, true, false,
				false, false, false, false, false,
				true, true, false, false, false,
				false, true, true, false, false,
				true, false, true, true, true],
					
	
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8,
	"spawnsenemy": "mushmush",
	"spawnenemydelays": [5.6, 6.6],
	"spawnenemyspeedy": -8,
	"spawnenemyspeedx": -4,
	"spawnenemyoffsety": -1,
	"spawnenemyspeedxtowardsplayer": true,
	"spawnmax": 1
}
The Sprite:
Image
But it crash(or do not give nothing) until you put the Mush-Mush at the enemy files

Mush-Mush(to make the Bandana Goomba work,you need to name this enemy "mushmush"):
The Code:

Code: Select all

{
	"quadcount": 1,

	"movement": "none",
	
	"makesmariogrow": true,
	"removeonmariocontact": true,
	"dontmirror": true,
	
	"notkilledfromblocksbelow": true,
	"jumpsfromblocksbelow": true,
	
	"quadno": 1,
	"nospritesets": true,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 6,
	
	"mask": [	true,
				false, false, true, true, true,
				false, true, false, true, true,
				false, true, true, false, true,
				true, true, false, true, true,
				false, true, true, false, false,
				true, false, true, true, true],
					
	
	"emancipatecheck": true,
	"autodelete": true,
	
	"offsetX": 6,
	"offsetY": 3,
	"quadcenterX": 8,
	"quadcenterY": 8
}
The Sprite:
Image
Have Fun with this little helper

EDIT:also,the bandana goomba will throw a mush-mush each 7 second

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 07 Jan 2015, 04:36

This version does not require a dumbly named enemy:

Code: Select all

{
   "quadcount": 2,

   "movement": "none",
   "stompable": false,
   "killsonbottom": false,
   "killsonsides": false,   
   
   "animationtype": "mirror",
   "animationspeed": 0.2,
   
   "resistsfire": true,   
   
   "stompanimation": true,
   "stompanimationtime": 0.5,
   "stompedframe": 2,
   
   "quadno": 1,
   
   "width": 0.75,
   "height": 0.75,
   
   "static": false,
   "active": true,
   
   "category": 4,
   
   "mask": [   true,
            false, false, false, false, true,
            false, true, false, true, false,
            false, false, false, false, false,
            true, true, false, false, false,
            false, true, true, false, false,
            true, false, true, true, true],
               
   
   "emancipatecheck": true,
   "autodelete": true,
   
   "offsetX": 6,
   "offsetY": 3,
   "quadcenterX": 8,
   "quadcenterY": 8,
   "spawnsenemyrandoms": ["oneup", "mushroom", "flower", "star"],
   "spawnenemydelays": [5.6, 6.6],
   "spawnenemyspeedy": -8,
   "spawnenemyspeedx": -4,
   "spawnenemyoffsety": -1,
   "spawnenemyspeedxtowardsplayer": true,
   "spawnmax": 1
}

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 07 Jan 2015, 20:21

Tecminer wrote:Just wanted to present my new and improved mechakoopa!
Now with 100% more fire!

https://www.dropbox.com/s/ss8xu99ceuueb ... 0.zip?dl=0

Image

Credit to Alesan99 for the code of the fireballs
Ridge Troopa for the graphics
Good job Tecminer,but the mecha-koopa do not attack at the right

User avatar
Tecminer
Posts: 437
Joined: 11 Jan 2014, 20:44
Contact:

Post » 07 Jan 2015, 21:03

JohnHOne wrote: Good job Tecminer,but the mecha-koopa do not attack at the right
It works fine to me...

User avatar
JohnHOne
Posts: 300
Joined: 13 Jul 2014, 23:55

Post » 07 Jan 2015, 21:51

Tecminer wrote:
JohnHOne wrote: Good job Tecminer,but the mecha-koopa do not attack at the right
It works fine to me...
i mean,the mecha-koopa do not shoot the fire at right

Squidish
Posts: 678
Joined: 05 Apr 2014, 04:04

Post » 12 Jan 2015, 01:19

Ok, I made a new goomba and it works fine except for one thing: he's twenty pixels high, and i don't know how to make it so he's not in the ground. How do i fix this?

User avatar
Sky
Posts: 1283
Joined: 08 Mar 2012, 04:35
Contact:

Post » 12 Jan 2015, 02:41

Change offsetY so its sprite is lined up with the hitbox. I think -1 will work, but experiment with different values if it doesn't.

Squidish
Posts: 678
Joined: 05 Apr 2014, 04:04

Post » 12 Jan 2015, 03:09

All it does is make him spawn a bit higher then he'll drop to his normal position.

User avatar
Sky
Posts: 1283
Joined: 08 Mar 2012, 04:35
Contact:

Post » 12 Jan 2015, 06:00

Sounds like you're changing spawnoffsety. That's not the right one. It's just offsety.

Squidish
Posts: 678
Joined: 05 Apr 2014, 04:04

Post » 12 Jan 2015, 17:13

Thanks Will! It works perfectly now.

Squidish
Posts: 678
Joined: 05 Apr 2014, 04:04

Post » 12 Jan 2015, 21:58

I'm sorry for the double post, but I'm trying to make an enemy that won't kill you, is 1 block high, can't be stomped, doesn't move, and is portalable. No matter what I do, it always crashes. Help, please?

User avatar
Qwerbey
Posts: 1280
Joined: 05 Oct 2012, 07:58
Contact:

Post » 13 Jan 2015, 18:28

Image

Code: Select all

{
	"quadcount": 1,

	"movement": "none",
	
	"quadno": 1,
	"nospritesets": true,
	
	"width": 0.75,
	"height": 0.75,
	
	"static": false,
	"active": true,
	
	"category": 6,

	"speedx": 0,
	"speedy": 0,
	"gravity": 0,
	
	"mask": [	true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true,
				true, true, true, true, true],
					
	
	"emancipatecheck": false,
	"autodelete": false,

	"offsetX": 0,
	"offsetY": 0,
	"spawnoffsetx": 0.5,
	"quadcenterX": 8,
	"quadcenterY": 12
}
I made an enemy to show checkpoints; just put it over the checkpoint entity. Interestingly, I didn't see this before despite it being so simple.

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 13 Jan 2015, 21:56

to be fair you could just use tiles

User avatar
surface-2-air missle
Posts: 26
Joined: 16 Jun 2014, 03:12

Post » 22 Jan 2015, 04:20

Is it possible to make an enemy spawn 2 or more enemies at once?

User avatar
Tecminer
Posts: 437
Joined: 11 Jan 2014, 20:44
Contact:

Post » 22 Jan 2015, 17:52

alesan99 wrote:Do something similar to this

Code: Select all

"customtimer": [[0.3, "setspawnsenemy", "enemy1"], [0.3, "setspawnsenemy", "enemy2"]]

User avatar
surface-2-air missle
Posts: 26
Joined: 16 Jun 2014, 03:12

Post » 01 Feb 2015, 00:07

surface-2-air missle wrote:Okay, I'm gonna post this in the RIGHT board this time
Image
Here is WAVY BULLETS
https://www.dropbox.com/s/hqnyd3dnr3y1k ... S.rar?dl=0

Squidish
Posts: 678
Joined: 05 Apr 2014, 04:04

Post » 10 Feb 2015, 23:18

I'm making an enemy based off of a plant. How do I turn off customscissor?

User avatar
TurretBot
Posts: 4412
Joined: 15 Mar 2012, 23:18
Contact:

Post » 11 Feb 2015, 00:15

Did you try "customscissor": false?

JustinDC
Posts: 5
Joined: 18 Sep 2014, 02:07

Post » 10 Mar 2015, 03:09

I know I'm kind of asking a lot but could someone please make a .zip or .rar or whatever file with all the enemies from this post in it? If not, its fine. By the way, you don't have to include alesan's enemy packs. :)
EDIT: I meant thread.
EDIT: or is it topic
Last edited by JustinDC on 10 Mar 2015, 03:16, edited 4 times in total.

User avatar
Mari0_Player
Posts: 224
Joined: 23 Sep 2013, 00:48

Post » 10 Mar 2015, 03:12

JustinDC wrote:I know I'm kind of asking a lot but could someone please make a .zip or .rar or whatever file with all the enemies from this post in it?
you haven't even made any enemies in your post!!!

User avatar
jwright159
Posts: 442
Joined: 20 Nov 2013, 22:26

Post » 10 Mar 2015, 03:47

It's a thread.
And it would just be time consuming to do what you're asking, I wouldn't really count on it.

JustinDC
Posts: 5
Joined: 18 Sep 2014, 02:07

Post » 10 Mar 2015, 03:52

jwright159 wrote:It's a thread.
And it would just be time consuming to do what you're asking, I wouldn't really count on it.
Didn't really expect anybody to do it, but I thought it was worth a try because somebody might.
Also, couldn't somebody just copy all of the enemies out of the folder except the ones already in the game?

User avatar
Mr.Q.Marx?
Posts: 849
Joined: 15 May 2012, 18:35

Post » 11 Mar 2015, 16:24

JustinDC wrote:Also, couldn't somebody just copy all of the enemies out of the folder except the ones already in the game?
Out of what folder? What are you talking about?

JustinDC
Posts: 5
Joined: 18 Sep 2014, 02:07

Post » 12 Mar 2015, 21:54

Mr.Q.Marx? wrote:
JustinDC wrote:Also, couldn't somebody just copy all of the enemies out of the folder except the ones already in the game?
Out of what folder? What are you talking about?
The enemies folder in the love file. You can change the file type to like .zip or .rar or whatever and copy the enemies then paste them in another zip file.

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 12 Mar 2015, 22:27

yes you can
although I don't know why you couldn't do this yourself
this is only the enemies that come standard in se already

JustinDC
Posts: 5
Joined: 18 Sep 2014, 02:07

Post » 28 Mar 2015, 04:52

Never mind about the zip file thing and thank you MM102, I already downloaded everything, and it took a WHILE. After I put them all in the enemies folder I get this error:
Image
I've downloaded the newest Mari0 SE and the new enemy.lua but it just crashes. Please help me.

User avatar
MM102
Posts: 970
Joined: 11 May 2012, 06:08
Contact:

Post » 30 Mar 2015, 00:46

I think you linked the error image wrong because I can't view it
also what do you mean by latest version? beta 7 or beta 9? beta 9 is the latest

User avatar
Sky
Posts: 1283
Joined: 08 Mar 2012, 04:35
Contact:

Post » 12 Apr 2015, 09:50

Image Image
Image Image

Enemies from the recently SE-ified Super Mario Bros. Special mappack! This enemy pack uses NES versions of the enemies, so they won't look quite like in the gifs above, but they will function just as they do in the mappack.

Included:
  • Barrel - Rolls around at the speed of... a Goomba. Can't be shot or stomped.
  • Clock - See "special note" below.
  • Fighter Fly - Jumps around like a Paratroopa, but can't be stomped.
  • Fireball - A force to be reckoned with. Has to be struck with a Star, as nothing else will kill it!
  • Hudson Bee - See "special note" below.
  • Hummer - The very... distinctive... name of the hammer power-up. Makes Mario invincible.
  • Icicle - Falls if Mario gets too close! This one's fun, as it kills enemies too, and can be portaled.
  • Sidestepper - Acts just like a Spiny. Why is there a distinction...?
  • Upside-down Piranha Plant - Does what it says on the tin.
Special note: The Clock and the Hudson Bee don't work out of the box. You'll have to set them up manually with a series of animations and region triggers. The Clock will only function correctly with Turret's Additional Animations, as Mari0 SE doesn't currently have an "Add Time" animation.

Download

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 14 Apr 2015, 04:46

Fixed up the enemy palettes for ya, Will.
https://www.dropbox.com/s/f016269gf8fvd ... k.zip?dl=0

User avatar
Superjustinbros
Posts: 2119
Joined: 29 Mar 2012, 20:39
Contact:

Post » 15 Apr 2015, 15:55

Incoming fix for Paragoombas and Helmet Goombas.
ImageImage

User avatar
alex gaah
Posts: 18
Joined: 08 Aug 2014, 03:45

Post » 01 May 2015, 03:16

anybody have the codes of the original enemies ?

User avatar
Tecminer
Posts: 437
Joined: 11 Jan 2014, 20:44
Contact:

Post » 01 May 2015, 10:24

just open the .love file with 7zip or winrar and open the "enemies" folder

Post Reply